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Question by Ony · Sep 26, 2010 at 04:46 AM · transformmeshscalecombineskinned-mesh

How to scale a mesh after it's been combined with another?

A character in my game has her hair applied by combining a hair object with her skeleton. After combining, I can clearly see the hair object in her heirarchy and it has a "transform" attached.

I'd like to scale the mesh (it's a Skinned Mesh Renderer, not a regular Mesh) but using the transform does nothing. I'm not sure why, and I haven't been able to figure that out.

So...

Is there some way to scale the hair mesh without using a transform, but instead using something like the "Mesh class"? It only seems to be for regular meshes (not Skinned Meshes) and it also doesn't seem to have anything related to scaling.

Can anyone point me in the right direction for scaling a sub mesh through scripting without using a transform? I'm using Javascript.

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Answer by Paulius-Liekis · Sep 27, 2010 at 09:35 AM

If your hair is skinned, then you should be able to scale the bones that it is skinned too (not the bone that hair-skinnedMeshRenderer is attached to).

You should be able to edit/modify mesh by modifying the vertices. This link should have some recourses about procedurally modifying meshes: http://unity3d.com/support/resources/example-projects/procedural-examples

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avatar image Ony · Sep 27, 2010 at 10:35 PM 0
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I can't scale the bone it's attached to as there are other things attached to that bone as well that I need to stay how they are. I ended up using a totally different way of achieving what I needed, but I never did figure out how to scale the object itself. There's a more detailed post I made here (http://forum.unity3d.com/threads/61495-Why-won-t-this-object-%28combined-mesh%29-scale) with screen shots if anyone else is interested. Even though I don't really need to know how to do this since I'm using a different way, it might still be helpful to know in the future.

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Answer by Alturis2 · Dec 29, 2016 at 02:07 PM

I have a similar question. I would like to use the same model with the same animations for several characters in my game but with varied sizes. The skinned mesh renderer seems to allow no way to dynamically scale. Would love to hear more suggestions.

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